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  • Beethoven's MP mod.

    Salut à tous. Je vous présente ici le dernier mod produit par la communauté HOI pour rendre le jeux équilibré en multi-joueur. C'est l’œuvre d'un joueur acharné, qui était souvent le premier à découvrir des glitchs/exploits. Son expertise en tant que joueur "cheezy" est bien utile, car qui de mieux qu'un malfrat connaissant les méthodes de malfrats dans la police?

    Bref, il a compilé les mods multi les plus populaires (CAS, Outer's, Baddo's, et PFU) en un mod, qui est destiné aux parties longues à plusieurs sessions. Je vous laisse découvrir la bête, et en espérant que le mod animera vous partie entre amis

    Le liens du mod : http://steamcommunity.com/sharedfile...?id=1151367760

    et pour les anglophones, les règles du créateur lui-même qui organise aussi des parties avec son mod : https://forum.paradoxplaza.com/forum...0-bst.1049671/


  • #2
    Et grosso modo ce mod améliore quoi ?

    Commentaire


    • #3
      Plein de choses, voila le patchnote principal (yen a d'autres) :
      1. Free templates and no XP from training – to eliminate painful training micro and let you focus on the fun parts of the game.
      2. AI countries merged to reduce lag similar to Outer’s mod/Baddo’s mod. Latin American countries will have very little industry and produce very little lag-causing units, which also makes it relatively less worthwhile for Axis to try to invade Latin America, because there are not many factories there. USA is given the Civs removed from Latin America in War Bonds to compensate for lost trade.
      3. Equipment upgrades added for infantry equipment, artillery, AT, etc as in Outer’s mod. but note base stats for e.g. Motorized Rocket Art is as in Baddo’s mod, so MRART should not be so OP. Possibly the upgrade for regular ART might still need a bit of nerfing. Mech gun upgrade is nerfed as compared to Outer's mod because it stacks with the rifle upgrade. Also motorized speed cannot be upgraded to avoid excessive overruns.
      4. Focuses for free factories and infrastructure de-randomized to appear in sensible/useful places.
      5. Ahistorical focuses removed (should be comprehensive).
      6. Planes do not take convoys to lend-lease. This is done because of the air bug, so each side will probably want to send their planes to one country to control. Note also that as long as you are lend-leasing ONLY planes, it is not possible for your LL to be convoy raided.
      7. It is impossible for Sweden or Portugal to switch off of free trade (both start on it). Latin American AI are also restricted in their trade laws and can be forced to make their resources available to the USA by USA's expanded Latin American focuses.
      8. Useless political advisors changed as in CAS mod to be useful. For example, the “smooth talking charmer” is changed to a “codebreaker” that increases decryption, the “armaments organizer“ also slightly raises military factory construction speed and lowers resources to market, etc, etc.
      9. Aces don’t make popup message events every time they form or get shot down, etc.
      10. Offensive doctrine has -9% rather than -10% combat width, so you can make 22/44 width divisions without suffering the huge stacking penalty sometimes.
      11. German and Soviet tank research bonuses made only to apply to regular tank models, to assure they don't get wasted on e.g. SPAA/SPART/TDs by mistake.
      12. All focuses that require WT should no longer cancel when partially completed if they are started and then WT drops below the threshold (South Africa, Canada, Australia, Romania). Other focuses that require you to have a certain number of factories should also not cancel if your factories drop below the threshold after starting the focus.
      13. Merged starting navies and air forces together as in PFU mod and CAS mod.
      14. Majors have the ability to start more types of equipment that they already have researched on full efficiency - e.g. Germany can produce AA1 from the start, etc.



      Equilibre général :

      1. Takes defines tweaks from Baddo’s mod as a starting point.
      2. World Tension system as in Baddo's mod. Guarantees 15% WT by Jan 1938. Hungary doesn't cause WT
      3. Allies buffed - particularly USA and Soviets, but also somewhat UK and commonwealth. Extensive rework of USA and Soviet (to a lesser degree UK) focus trees to do that. Minor tweaks at most to others.
      4. Harsh Occupation Policy eliminated – to help limit Axis snowballing.
      5. Continuous Focuses – Continuous Air and Naval production focuses nerfed from 20% to 5% and additional options added – e.g. continuous armor focus at 5%, continuous infantry focus at 5%, continuous balanced production focus at 3.5%, armament effort, military modernization, and other options with various other minor bonuses as alternatives.
      6. Continuous tech sharing focus reduced from 10% to 4%, so that it is not necessarily always the best continuous focus (given nerfed air production etc).
      7. Industry from Japan’s focuses buffed slightly – and Japan buffed in a few other ways, mostly by focus – to make up for the fact that Japan is not expected to conquer all of China (Japan gets some additional focus civs, docks, and also steel refineries).
      8. China buffed, BUT… – Takes PFU mod’s China as a starting point. China is designed to have a very hard time holding its coast, but to have a far better chance to hold off Japan inland, primarily via supply system tweaks. Japan will have good supply in coastal China and bad supply in inland-China, and it will be very expensive and time consuming for Japan to improve it inland. But China is less reliant on (much more limited) Soviet LL than in the PFU mod/ruleset, and China is allowed to produce some equipment other than rifles. China gets 35,000 basic infantry equipment added to stockpile by event when each of the 3 warlord countries joins the Chinese United Front (for a total of 105,000 infantry equipment).
      9. Army high command advisors made less powerful and more similar between countries. All high command bonuses are reduced and made to apply to all kinds of troops, rather than just one specific template type, with the purpose of allowing the player more freedom with their build and eliminating any need for template cheesing. There will be slight differences in the overall quality of troops between countries, but less than before and (for example) making all Canadian troops “SPART divisions” or all Romanian troops “marines” no longer has any effect.
      10. Licensing research bonus reduced to 5%.
      11. Research cost of support companies cut in half as in the CAS mod, but unlike the CAS mod the equipment/IC cost of support companies themselves is the same as in vanilla.

      Economie :
      1. 50% increased building slots – and somewhat more in selected areas (particularly USA).
      2. Refineries - Steel/Aluminum refineries added (8 steel, 4 aluminum, 13000 cost) and Refineries as in Outer’s mod (5 oil, 4 rubber, 17000 cost), infrastructure cost is 4500.
      3. Some additional resources as in PFU mod for Allies. USA (steel), UK (aluminum in West Africa), and Soviets (oil, aluminum, and also some steel). 50 rubber is relocated from Singapore to the Raj, so that Soviets can trade for a bit more rubber by land without being subject to convoy raiding (as long as the Raj holds). Some very minor additional steel for commonwealth.
      4. Additional aluminum for Japan as in Outer’s RTW mod.
      5. Added small amounts of oil/aluminum on Pacific islands as the only workable device found so far to possibly encourage island hopping.
      6. Ports can be built up to level 20. Rather than constructing a 2nd port in the same state as a level 10 port to increase supply further than is possible from just a single level 10 port, you can just increase the same port.
      7. State AA cheaper and buffed. Same as in PFU mod, helps counter strats.


      Trucs à part :
      1. Tank/plane/ship designers from YAMM mod [also in PFU mod] - (with OP ones nerfed) to add some interesting options, but vanilla designers also kept. May require some additional tweaking.
      2. Tripled the cost of constructing nuclear reactors and doubled the research time of nuclear bombs.
      3. Changing draft laws do not require a strength ratio (In a previous game China couldn't change draft law and had 0 manpower for a while and had to disband divisions to reduce the strength ratio because of that problem in vanilla).

      Terrain, logistic :
      1. Pripjet Marshes, Soviet Arctic, Himalayas, Gobi Desert, and northern Finland impassable.
      2. Marsah Matruh is its own supply zone with 0 infrastructure (important for El Alemein). There is an additional such supply zone in the middle of Libya and another between Libya and Tunisia. The intention is to promote offensives that run into supply problems and then are vulnerable to counteroffensives, for a historical sort of back and forth war in Africa.
      3. Local base supply is eliminated (but local supply from VPs remains). To supply your troops overseas, you will actually need to be able to protect supply convoys to your troops to a greater extent.
      4. Infrastructure reduced somewhat in sub-Saharan Africa and in Burma. Axis should expect some supply issues in both.
      5. Gibraltar can only be attacked from 1 direction and is mountain terrain (not hills).


      Combat terrestre :
      1. Weather/winter attrition effects as in Outer’s mod.
      2. Land equipment balance fixes as in Baddo’s mod (with his un-nerfed artillery and slightly modified armor costs) – but 1939 Medium tanks are buffed slightly as compared to Vanilla to make them somewhat more useful.
      3. Field hospitals and unit experience gain buffed slightly as in CAS mod. Units can become seasoned/veteran more easily than vanilla, but the bonus from veterancy is substantially reduced (25% combat bonus per experience level in vanilla, reduced to 12%).
      4. Land combat slowed down/stabilized a bit with defines tweaks – With the goal of making it less likely that the game ends too early because one side or the other on a major front totally collapses too quickly. Specifically:

      i. Retreat speed increased.
      ii. Speed penalty of air superiority reduced to .35 (but defense & breakthrough penalty is still .5).
      iii. Dig-In speed increased slightly.
      iv. Troops that are out of supply or surrounded take longer to get max penalties, and don’t suffer as large of a penalty on speed, so they have a better chance to break out of encirclements, forcing the attacker to slow down a bit more to consolidate their encirclements.
      v. Planning bonus decay increased slightly.
      vi. Troops lose organization a bit more quickly when advancing, and slow down a bit more when they are advancing too much and run low on org.​


      Combat aérien :
      1. Air losses increased to 2.5 times the level in vanilla (PFU mod is 4 times vanilla).
      2. Naval bombing significantly nerfed – Fighter interruption does not work properly for naval bombing, so this is in fact needed. Strength and ORG damage are reduced to 1/3 of vanilla. This does mean CAS won’t be so good at naval bombing, but actual decent naval bombers will still be quite significant. But this is definitely designed to make naval bombing less dominant over ships (and make ships more relevant).
      3. Axis fighter research/production balanced - Romania’s -10% production cost for planes replaced/re-orderdered with a general 50% research bonus for planes, Hungary can get its fighter research bonus without its entire industry focuses as a prerequisite, and Germany gets one 25% research bonus for fighters. The idea is to not force any single Axis country to make all the planes, but to make it reasonably viable for all of them to produce some, to have the possibility of more balanced builds. Germany also has a focus to enable them to get ME-262 jet fighters at around the historical time with research bonus, if the game lasts long enough.
      4. Strategic Destruction doctrine no longer provides escort efficiency boost for strat bombers. This is replaced with a slight 3% agility and air attack boost.


      Combat naval :
      1. There should be no need for any sort of do-not-engage rule. The navy game mechanics should actually work pretty much ok now by themselves – disengage will not avoid any ships getting sunk because you can’t run away as easily.
      2. If you just have pure carrier spam and try to disengage, your carriers can actually be chased down and sunk by non-carriers, so you actually do need some non-carrier ships.
      3. Non-carriers gain substantive experience more easily, not only carriers will gain XP.
      4. Detection generally increased and convoy raiding made more effective (even for e.g. the UK’s starting fleet). It should be possible to, for example, to defend UK from invasion by maintaining genuine naval supremacy (in the sense of being able to beat the Axis navy) and being able to raid the supply of an attempted invasion.
      5. Penalties for having too many carriers or too many ships attacking the same target are increased a bit, although doomstacks probably still should win, it may be a bit less lopsided.
      6. All Navy ship research time and focus time (except carriers) cut in half. Carrier plane research cut in half, since often you have a bonus for e.g. 1940 fighters but not 1940 carrier fighters (sort of an oversight in vanilla).
      7. Nerfed convoys for Netherlands etc that get captured by Germany.
      8. Generic focus tree nerfed from 3 docks to 1 in Naval Effort focus (but some docks in later naval focuses) to reduce excessive captured Axis dockyards from AI.
      9. Has extra straits from the PFU mod.
      10. Convoys should no longer shoot down planes or sink enemy ships
      11. Other navy defines starting off as in Baddo’s mod.







      ​Si des gens veulent traduire
      Dernière modification par Zaerth, 13-10-2017, 20h34.

      Commentaire


      • #4
        Assez intéressant je vais tester ça ce soir

        Commentaire


        • #5
          Alors après 3 heures de test avec les USA hier soir le mod est intéressant la réduction des etats d'amérique du sud permet d'aller plus vite et le jeu tiens mieux la route sans ralentissement ! toutefois j'ai relever quelques soucis ! les techs passent trop vite je me suis très rapidement retrouvé à 100% à jour en 36, 37, 38 ... la chine a explosé le japon jusqu'en Corée ce qui est impossible ! l'Allemagne attaque la Belgique plutôt que la Pologne et la Finlande se prend deux fois la Russie de suite ! enfin pour mon pays, la simplification des focus m'a permis de sortir de l'isolationnisme trop vite !

          Commentaire


          • #6
            C'est un mod fait pour le multi, pas le solo, normal que ça se barre en couille quand tu as des IA en face

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